wined3d: Use GL_UNPACK_ROW_LENGTH for partial updates of regular surfaces in IWineD3DDeviceImpl_UpdateSurface().

This commit is contained in:
Henri Verbeet 2010-03-30 11:24:44 +02:00 committed by Alexandre Julliard
parent 2533860114
commit 0eae42ddc6
1 changed files with 19 additions and 32 deletions

View File

@ -5261,12 +5261,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
ENTER_GL();
/* TODO: Cube and volume support */
if (rowoffset) /* Not a whole row so we have to do it a line at a time. */
{
if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
const unsigned char *data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface));
if (rowoffset)
{
UINT row_length = (srcWidth / src_format_desc->block_width) * src_format_desc->block_byte_count;
UINT row_count = srcHeight / src_format_desc->block_height;
UINT src_pitch = IWineD3DSurface_GetPitch(pSourceSurface);
@ -5284,26 +5284,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
y += src_format_desc->block_height;
data += src_pitch;
}
checkGLcall("glCompressedTexSubImage2DARB");
}
else
{
const unsigned char *data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
unsigned int j;
for (j = destTop; j < (srcHeight + destTop); ++j)
{
glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
data += rowoffset;
}
}
}
else /* Full width, so just write out the whole texture. */
{
const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth)
{
@ -5320,13 +5302,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
dst_format_desc->glInternal, srcWidth, srcHeight, 0, destSize, data));
}
}
checkGLcall("glCompressedTexSubImage2DARB");
}
else
{
const unsigned char *data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
glPixelStorei(GL_UNPACK_ROW_LENGTH, srcSurfaceWidth);
glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
srcWidth, srcHeight, dst_format_desc->glFormat, dst_format_desc->glType, data);
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("glTexSubImage2D");
}
LEAVE_GL();
context_release(context);